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The Armies of 40k => Space Marines => Topic started by: Rx8Speed on June 25, 2015, 01:46:06 PM

Title: Tactical squad loadouts
Post by: Rx8Speed on June 25, 2015, 01:46:06 PM
Hey guys so I'm toying between two loadouts atm for my army

I'll be using lascannon + plasma gun + combi-plasma in a rhino until I get my second dev squad since I'll be using those lascannons in the second squad. This loadout gives my tac squad some anti-tank while it is in the rhino

After that I am thinking a roughly similar loadout except switching the lascannon for a grav-cannon + amp or a plasma cannon. Both of these weapons have more synergy with the plasma gun. The grav while being quite a bit more expensive gives me 5 shots while I'm in the rhino. That's 6 ap2 shots from the rhino at 2 feet. What I really liked about the grav-cannon is that you can still fire at full BS when within half range and it gives some counter to wraithknights. With the tactical doctrine dropped you are looking at over 5 unsaved wounds on the wraithknight from 2 grav-cannons at 24" away. Certainly enough to keep any wraithknights from charging in and messing stuff up.

The plasma cannon is ok too. It synergizes with the plasma guns but has a chance of killing the user and can't be fired when the unit disembarks from their rhino


Here's the army I plan to end up with

+++ ultras (2000pts) +++

++ Space Marines: Codex (2015) (Combined Arms Detachment) (1620pts) ++

+ HQ (75pts) +

Techmarine (75pts) [Bolt Pistol, Power Axe, Servitor with Servo-arm, Servo-arm]

+ Elites (180pts) +

Ironclad Dreadnoughts (180pts)
··Ironclad Dreadnought
····Drop Pod [Storm Bolter]
····Power Fist [Heavy Flamer]
····Seismic Hammer [Heavy Flamer]

+ Troops (470pts) +

Tactical Squad (235pts) [Grav-cannon and Grav-amp, Plasma Gun, Rhino, 9x Space Marines]
··Space Marine Sergeant [Boltgun, Compi-plasma]

Tactical Squad (235pts) [Grav-cannon and Grav-amp, Plasma Gun, Rhino, 9x Space Marines]
··Space Marine Sergeant [Boltgun, Compi-plasma]

+ Heavy Support (895pts) +

Centurion Devastator Squad (240pts)
··Centurion [Missile Launcher, Twin-linked Lascannon]
··Centurion [Missile Launcher, Twin-linked Lascannon]
··Centurion Sergeant [Missile Launcher, Twin-linked Lascannon]

Devastator Squad (155pts) [Armorium Cherub, 4x Space Marines]
··Missile Launcher (Frag & Krak) [4x Add Flakk Missiles]
··Missile Launcher (Frag & Krak) [Add Flakk Missiles]
··Missile Launcher (Frag & Krak) [3x Add Flakk Missiles]
··Space Marine Sergeant [Bolt Pistol, Boltgun]

Devastator Squad (155pts) [Armorium Cherub, 4x Lascannon, 4x Space Marines]
··Space Marine Sergeant [Bolt Pistol, Boltgun]

Predators (345pts)
··Predator [Autocannon, Lascannon]
··Predator [Autocannon, Lascannon]
··Predator [Autocannon, Lascannon]

++ Space Marines: Codex (2015) (Formation Detachment) (380pts) ++

+ Formation (380pts) +

Librarius Conclave * (380pts) [Chief Librarian Tigurius]
··Librarian [Mastery Level 2]
····Terminator Armour [Force Sword, Storm Shield]
··Librarian [Mastery Level 2]
Title: Re: Tactical squad loadouts
Post by: Wyddr on June 25, 2015, 02:30:21 PM
Of note: if the Rhino moves, you would still shoot the Grav Cannon as though you had moved, so no 5 shots (you'd use the value in front of the slash, as it's a Salvo weapon).

That said, I think Grav Cannons are looking more and more like a winning heavy weapon choice for Tacs, even *with* the crazy-high price. They threaten just about everything except the stuff that dies in droves to bolters (which is what the rest of your squad is for) and, yes, they synergize pretty well with plasma guns. I personally would vote against the Plasma Cannon for a mounted squad--they just won't be able to shoot it that often and plasma cannons really work best in groups, not individually (a pack of Devs with Plasma is not to be sneered at).

I've always been a bit ambivalent about plasma guns in tac squads. Insufficient volume of fire for me, really, and the odds of blowing yourself up (though low) really make it a downer. I like the grav gun better, myself, but not in a mobile squad, which is I guess the plasma gun's main advantage here. I haven't had much success with them over the years--I have gotten way more mileage out of meltas and flamers. Your mileage may vary, of course, and it's all in how you use them.

I do think Grav gives tac squads a lot of volume of fire. It makes them very flexible, which is the whole *purpose* of a Tac Squad.
Title: Re: Tactical squad loadouts
Post by: Rx8Speed on June 26, 2015, 11:41:35 AM
Never had a vehicle with fire points before so I didn't realize! I thought they didn't count as moving. SO then I think I'll definitely be using grav cannons then because it's the only option that you don't have to snap fire with when moving! I like the grav guns too but the 9" range on the move is pretty limiting. The plasma gun, imo is a much better weapon on the move and  you still get a 3+ save to the get's hot rule. It's just too bad I can't take 2 plasma guns instead of the heavy weapon :(

I was also thinking about this:
razor back w/ lascannon
10 man tac squad: lascannon + whatever

I can combat squad the unit and cover 2 objectives, both with objective secured and a lascannon!